Tiefling NPCs [Level 25]
Tiefling Battle Cleric [Level 25 Controller (Leader)]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +17; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 37; Fortitude 37, Reflex 33, Will 38
Resist 17 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Righteous Brand (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and one ally within 5 squares gains a +6 power bonus to melee attack rolls against the target
until the end of the tiefling cleric’s next turn.
- ○ [M] Haunting Strike (standard) ✦ Weapon
- +31 vs. AC; 4d10 + 15 damage. The next attack roll the tiefling cleric makes against the target gains a +2 power bonus.
- □ [M] Nimbus of Doom (standard) ✦ Radiant, Weapon
- +29 vs. AC; 6d10 + 15 radiant damage. Hit or Miss: The target takes a –2 penalty to all defenses (save ends).
- □ Purify (standard)
- Every effect that a save can end is removed from the tiefling cleric and each ally within 10 squares.
- ○ Infernal Wrath (minor)
- The tiefling cleric gains a +1 power bonus to the tiefling cleric’s next attack roll against an enemy that hit the tiefling
cleric since the tiefling cleric’s last turn. If the attack hits, it deals +3 extra damage.
- ○○○ Healing Word (minor) ✦ Healing
- The tiefling cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This
power can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The tiefling cleric gains a +1 bonus to the tiefling cleric’s next attack roll or saving throw before the end of the tiefling
cleric’s next turn.
- Bloodhunt
- The tiefling cleric gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Heal +22, Religion +19
Str 23 (+18); Dex 13 (+13); Wis 21 (+17);
Con 14 (+14); Int 14 (+14); Cha 17 (+15)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Tiefling Devoted Cleric [Level 25 Controller (Leader)]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +18; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 37; Fortitude 33, Reflex 33, Will 39
Resist 17 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +25 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [R] Lance of Faith (standard) ✦ Radiant
- Ranged 5; +27 vs. Reflex; 2d8 + 15 radiant damage, and one ally the tiefling cleric can see gains a +2 power bonus to his
or her next attack roll against the target.
- ○ [A] Healing Torch (standard) ✦ Healing, Radiant
- Area burst 5 within 10; targets enemies; +27 vs. Will; 3d8 + 15 radiant damage. Hit or Miss: The tiefling cleric and
each ally in the burst gain a +6 power bonus to AC until the end of the tiefling cleric’s next turn and can spend a healing
surge. Add +6 to the hit points regained.
- □ [C] Sacred Word (standard) ✦ Psychic
- Close burst 5; targets enemies; +27 vs. Fortitude; 4d10 + 15 psychic damage, and the target is stunned until the end of the
tiefling cleric’s next turn. Miss: Half damage, and the target is not stunned.
- □ Clarion Call of the Astral Sea (standard) ✦ Healing, Teleportation
- The tiefling cleric or one willing ally within 10 squares teleports away to a safe location in the Astral Sea and regains
hit points up to its maximum. While it is away, the target can perceive the surroundings of its previous location, but it
can’t take any actions. At the start of its next turn, it returns to an unoccupied space chosen by the tiefling cleric within
5 squares of its previous location.
- ○ Infernal Wrath (minor)
- The tiefling cleric gains a +1 power bonus to the tiefling cleric’s next attack roll against an enemy that hit the tiefling
cleric since the tiefling cleric’s last turn. If the attack hits, it deals +6 extra damage.
- ○○○ Healing Word (minor) ✦ Healing
- The tiefling cleric or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This
power can only be used once per round.
- ○ Divine Fortune (free) ✦ Channel Divinity
- The tiefling cleric gains a +1 bonus to the tiefling cleric’s next attack roll or saving throw before the end of the tiefling
cleric’s next turn.
- Bloodhunt
- The tiefling cleric gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Heal +23, Religion +19
Str 15 (+14); Dex 13 (+13); Wis 23 (+18);
Con 14 (+14); Int 14 (+14); Cha 23 (+18)
Equipment chainmail, morningstar, javelin
-1 Level / +1 Level
Tiefling Greatweapon Fighter [Level 25 Soldier]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +14; low-light
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 39, Reflex 33, Will 33
Resist 17 fire
Speed 5
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Handaxe (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Reaping Strike (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12). Miss: 6 damage.
- ○ [M] Hack’n’ Slash (standard) ✦ Weapon
- +29 vs. AC; 4d12 + 20 damage (crit 68 + 3d12).
- □ [M] Reign of Terror (standard) ✦ Reliable, Weapon
- +29 vs. AC; 6d12 + 15 damage (crit 87 + 3d12), and all of the tiefling fighter’s enemies that the tiefling fighter can see
are marked until the end of the tiefling fighter’s next turn. Miss: The power is not expended.
- ○ Infernal Wrath (minor)
- The tiefling fighter gains a +1 power bonus to the tiefling fighter’s next attack roll against an enemy that hit the tiefling
fighter since the tiefling fighter’s last turn. If the attack hits, it deals +2 extra damage.
- □ No Surrender (no action) ✦ Healing
- When the tiefling fighter’s hit points drop to 0 or lower.
The tiefling fighter regains hit points up to one-half the tiefling fighter’s maximum hit points. However, the tiefling fighter
takes a –2 penalty to attack rolls until the end of the encounter.
- Bloodhunt
- The tiefling fighter gains a +1 racial bonus to attack rolls against bloodied foes.
- Combat Challenge
- Every time the tiefling fighter attacks an enemy, the tiefling fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the tiefling fighter’s next turn. If the marked creature makes an attack that doesn’t include
the tiefling fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the tiefling fighter and shifts or makes an attack that does not include the tiefling fighter, the tiefling fighter can
make a melee basic attack against that enemy as an immediate interrupt.
Skills Athletics +23, Intimidate +19
Str 23 (+18); Dex 15 (+14); Wis 14 (+14);
Con 21 (+17); Int 14 (+14); Cha 15 (+14)
Equipment scale armor, greataxe, handaxe
-1 Level / +1 Level
Tiefling Guardian Fighter [Level 25 Soldier]
Medium natural humanoid [XP 7000]
Initiative +17; Senses Perception +14; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 39, Reflex 38, Will 33
Resist 17 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Tide of Iron (standard) ✦ Weapon
- Must be using a shield.
+30 vs. AC; 2d8 + 15 damage, and the target is pushed 1 square if it is the tiefling fighter’s size, smaller than the tiefling
fighter, or one size category larger. The tiefling fighter can shift into the space that the target occupied.
- ○ [M] Fangs of Steel (standard) ✦ Weapon
- +30 vs. AC; 3d8 + 20 damage, and make a secondary attack against one creature adjacent to the primary target and within the
tiefling fighter’s melee reach. Secondary Attack: +30 vs. AC; 2d8 + 20 damage.
- ○ Infernal Wrath (minor)
- The tiefling fighter gains a +1 power bonus to the tiefling fighter’s next attack roll against an enemy that hit the tiefling
fighter since the tiefling fighter’s last turn. If the attack hits, it deals +2 extra damage.
- □ Act of Desperation (minor)
- When an ally within 10 squares is dying.
The tiefling fighter gains an action point that the tiefling fighter must spend during the tiefling fighter’s current turn.
- □ Reaper’s Stance (minor) ✦ Stance, Weapon
- Whenever the tiefling fighter uses a fighter power, the tiefling fighter can score a critical hit on a roll of 19–20, and
the tiefling fighter gains a +5 power bonus to damage rolls. Any enemy that starts its turn adjacent to the tiefling fighter
takes 1d8 + 9 damage damage and ongoing 10 damage (save ends), as long as the tiefling fighter is able to make opportunity
attacks. Stance: This power lasts until the end of the encounter or until the tiefling fighter uses another stance power.
- Bloodhunt
- The tiefling fighter gains a +1 racial bonus to attack rolls against bloodied foes.
- Combat Challenge
- Every time the tiefling fighter attacks an enemy, the tiefling fighter can mark that target, whether the attack hits or misses.
The mark lasts until the end of the tiefling fighter’s next turn. If the marked creature makes an attack that doesn’t include
the tiefling fighter as a target, the marked creature takes a –2 penalty on attack rolls. If the marked creature is adjacent
to the tiefling fighter and shifts or makes an attack that does not include the tiefling fighter, the tiefling fighter can
make a melee basic attack against that enemy as an immediate interrupt.
Skills Heal +19, Intimidate +19
Str 23 (+18); Dex 21 (+17); Wis 14 (+14);
Con 15 (+14); Int 14 (+14); Cha 15 (+14)
Equipment scale armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Tiefling Avenging Paladin [Level 25 Soldier]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +14; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 38, Reflex 34, Will 38
Resist 17 fire
Speed 5
- ● [m] Greatsword (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Holy Strike (standard) ✦ Radiant, Weapon
- +30 vs. AC; 2d10 + 15 radiant damage. If the tiefling paladin has marked the target, the tiefling paladin gains a +2 bonus
to the damage roll.
- ○ [M] Resounding Smite (standard) ✦ Thunder, Weapon
- +30 vs. AC; 3d10 + 15 thunder damage, the target is knocked prone, and make a secondary attack against each enemy adjacent
to the tiefling paladin other than the primary target. Secondary Attack: +30 vs. AC; 1d10 + 15 thunder damage, and
the target is knocked prone.
- □ [M] Exalted Retribution (standard) ✦ Weapon
- +30 vs. AC; 4d10 + 15 damage. Miss: Half damage. Hit or Miss: The target provokes an opportunity attack from
the tiefling paladin when it attacks (save ends). The tiefling paladin gains a +2 bonus to the opportunity attack roll and
deals an extra 1d10 damage.
- ● Divine Challenge (minor) ✦ Radiant
- The tiefling paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
tiefling paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 15 radiant damage. The tiefling paladin must engage the target by attacking it or ending the turn adjacent
to it, or the mark ends. The mark also ends if the tiefling paladin challenges another target. Divine Challenge can only be
used once per round.
- ○ Infernal Wrath (minor)
- The tiefling paladin gains a +1 power bonus to the tiefling paladin’s next attack roll against an enemy that hit the tiefling
paladin since the tiefling paladin’s last turn. If the attack hits, it deals +6 extra damage.
- □□ Lay on Hands (minor) ✦ Healing
- The tiefling paladin spends a healing surge but regains no hit points. Instead, one creature touched by the tiefling paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- □ Cleansing Burst (minor)
- The tiefling paladin and each ally within 5 squares make a saving throw against each effect that a save can end. Any penalties
to attack rolls or defenses affecting the targets are removed.
- Bloodhunt
- The tiefling paladin gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Intimidate +23, Religion +19
Str 23 (+18); Dex 13 (+13); Wis 15 (+14);
Con 14 (+14); Int 14 (+14); Cha 23 (+18)
Equipment plate armor, greatsword, javelin
-1 Level / +1 Level
Tiefling Protecting Paladin [Level 25 Soldier]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +14; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 41; Fortitude 37, Reflex 36, Will 39
Resist 17 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 14 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +28 vs. AC; 2d6 + 14 damage.
- ● [M] Bolstering Strike (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage, and the tiefling paladin gains 2 temporary hit points.
- ○ [R] Here Waits Thy Doom (standard) ✦ Radiant
- Ranged 5; +28 vs. Will; 4d10 + 16 radiant damage, and the target is pulled 2 squares.
- □ [C] To the Nine Hells with You (standard) ✦ Fire
- Close burst 5; targets enemies; +28 vs. Will; 6d6 + 16 damage Miss: Half damage. Hit or Miss: The target suffers
ongoing 10 fire damage (save ends). The target is marked until the end of the tiefling paladin’s next turn.
- ● Divine Challenge (minor) ✦ Radiant
- The tiefling paladin marks one creature within 5 squares. If the marked creature makes an attack that doesn’t include the
tiefling paladin as a target, the marked creature takes a –2 penalty on attack rolls. The first time each round it makes such
an attack, it takes 16 radiant damage. The tiefling paladin must engage the target by attacking it or ending the turn adjacent
to it, or the mark ends. The mark also ends if the tiefling paladin challenges another target. Divine Challenge can only be
used once per round.
- ○ Infernal Wrath (minor)
- The tiefling paladin gains a +1 power bonus to the tiefling paladin’s next attack roll against an enemy that hit the tiefling
paladin since the tiefling paladin’s last turn. If the attack hits, it deals +7 extra damage.
- □□ Lay on Hands (minor) ✦ Healing
- The tiefling paladin spends a healing surge but regains no hit points. Instead, one creature touched by the tiefling paladin
regains hit points as if it had spent a healing surge. This power can only be used once per round.
- □ United in Faith (minor) ✦ Healing
- The tiefling paladin and each ally within 5 squares can spend a healing surge.
- Bloodhunt
- The tiefling paladin gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Intimidate +24, Religion +19
Str 21 (+17); Dex 13 (+13); Wis 15 (+14);
Con 14 (+14); Int 14 (+14); Cha 25 (+19)
Equipment plate armor, heavy shield, longsword, javelin
-1 Level / +1 Level
Tiefling Archer Ranger [Level 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +18; Senses Perception +19; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 37, Reflex 38, Will 33
Resist 17 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +29 vs. AC; 2d8 + 14 damage.
- ● [m] Off-hand Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +29 vs. AC; 2d10 + 15 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Short Sword: +29/+29 vs. AC; 2d8 + 9 damage (main)/2d6 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +29 vs. AC (twice); 2d10 + 9 damage.
- ○ [R] Hammer Shot (standard) ✦ Weapon
- Ranged 20/40; +29 vs. Fortitude; 4d10 + 15 damage, and the target is pushed 4 squares.
- □ [C] Unstoppable Arrows (standard) ✦ Weapon
- Close blast 5; targets enemies; +29 vs. AC; 3d10 + 15 damage. Miss: Half damage.
- □ Forest Ghost (standard) ✦ Illusion
- When it is not the tiefling ranger’s turn, enemies treat the tiefling ranger as invisible if the tiefling ranger has cover
or concealment from them. An enemy still knows the square occupied by the tiefling ranger if it saw the tiefling ranger in
that square at any point during a round. This effect lasts until the end of the encounter or for 5 minutes.
- ● Hunter’s Quarry (minor)
- The tiefling ranger can designate the nearest visible enemy as the tiefling ranger’s quarry. Once per round when hitting this
quarry, the tiefling ranger can deal an extra 3d6 damage. This effect remains active until the end of the encounter or until
the tiefling ranger designates a different target as the quarry. The tiefling ranger can only designate one enemy as quarry
at a time.
- ○ Infernal Wrath (minor)
- The tiefling ranger gains a +1 power bonus to the tiefling ranger’s next attack roll against an enemy that hit the tiefling
ranger since the tiefling ranger’s last turn. If the attack hits, it deals +2 extra damage.
- Bloodhunt
- The tiefling ranger gains a +1 racial bonus to attack rolls against bloodied foes.
- Archer Fighting Style
- The tiefling ranger gains Defensive Mobility as a bonus feat.
- Defensive Mobility [Feat]
- The tiefling ranger gains a +2 bonus to AC against opportunity attacks.
Skills Nature +19, Stealth +24
Str 21 (+17); Dex 23 (+18); Wis 15 (+14);
Con 14 (+14); Int 14 (+14); Cha 15 (+14)
Equipment hide armor, longsword, short sword, longbow
-1 Level / +1 Level
Tiefling Two-Blade Ranger [Level 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +17; Senses Perception +19; low-light
HP 237; Bloodied 118
Healing Surges (+59 hp) ○○○
AC 39; Fortitude 38, Reflex 37, Will 33
Resist 17 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [m] Off-hand Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Longbow (standard) ✦ Weapon
- Ranged 20/40; +28 vs. AC; 2d10 + 14 damage.
- ● [M/R] Twin Strike (standard) ✦ Weapon
- Two attacks on one or two creatures.
Longsword/Longsword: +30/+30 vs. AC; 2d8 + 9 damage (main)/2d8 + 9 damage
(off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 9 damage.
- ○ [M] Cloak of Thorns (standard) ✦ Weapon
-
Two attacks against one or two creatures.
Longsword (main): +30 vs. AC; 2d8 + 15 damage.
Longsword
(off hand): +30 vs. AC; 2d8 + 15 damage.
If one attack hits, the target takes a –2 penalty to attack rolls until
the end of the tiefling ranger’s next turn. If both attacks hit the same target, this penalty worsens to –4. Hit or Miss:
If any adjacent creature makes an attack against the tiefling ranger and misses before the start of the tiefling ranger’s
next turn, make a melee basic attack against it with both the tiefling ranger’s main weapon and the tiefling ranger’s off-hand
weapon as an immediate reaction.
- □ [M/R] Bloodstorm (standard) ✦ Weapon
- Two attacks on one creature.
Longsword/Longsword: +30/+30 vs. AC; 2d8 + 15 damage (main)/2d8 + 15 damage (off-hand).
Longbow: Ranged 20/40; +28 vs. AC (twice); 2d10 + 14 damage.
Miss: Half damage per attack. Hit
or Miss: After making these attacks, the tiefling ranger can shift 2 squares.
- ● Hunter’s Quarry (minor)
- The tiefling ranger can designate the nearest visible enemy as the tiefling ranger’s quarry. Once per round when hitting this
quarry, the tiefling ranger can deal an extra 3d6 damage. This effect remains active until the end of the encounter or until
the tiefling ranger designates a different target as the quarry. The tiefling ranger can only designate one enemy as quarry
at a time.
- ○ Infernal Wrath (minor)
- The tiefling ranger gains a +1 power bonus to the tiefling ranger’s next attack roll against an enemy that hit the tiefling
ranger since the tiefling ranger’s last turn. If the attack hits, it deals +2 extra damage.
- □ Hit the Dirt (immediate interrupt)
- When the tiefling ranger is hit by an area attack or a close attack.
Shift 2 squares.
- Bloodhunt
- The tiefling ranger gains a +1 racial bonus to attack rolls against bloodied foes.
- Two-Blade Fighting Style
- The tiefling ranger can wield a one-handed weapon in the tiefling ranger’s off hand as if it were an off-hand weapon. In addition,
the tiefling ranger gains Toughness as a bonus feat.
- Toughness [Feat]
- The tiefling ranger gains an additional +15 hit points.
Skills Nature +19, Perception +19
Str 23 (+18); Dex 21 (+17); Wis 15 (+14);
Con 14 (+14); Int 14 (+14); Cha 15 (+14)
Equipment hide armor, longsword, longsword, longbow
-1 Level / +1 Level
Tiefling Brawny Rogue [Level 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +18; Senses Perception +13; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 36, Reflex 39, Will 34
Resist 17 fire
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +29 vs. AC; 2d6 + 14 damage.
- ● [r] Shuriken (standard) ✦ Weapon
- Ranged 6/12; +30 vs. AC; 2d6 + 15 damage.
- ● [M] Piercing Strike (standard) ✦ Weapon
- +30 vs. Reflex; 2d6 + 15 damage.
- □ [M] Ghost on the Wind (standard) ✦ Weapon
- +30 vs. Will; 6d6 + 15 damage, and the tiefling rogue becomes invisible. The tiefling rogue shifts into any square adjacent
to the target and reappear at the start of the tiefling rogue’s next turn. The tiefling rogue has combat advantage against
the target until the end of the tiefling rogue’s next turn. Miss: Half damage, the tiefling rogue can shift 1 square
to another square adjacent to the target, and the tiefling rogue has combat advantage against the target until the end of
the tiefling rogue’s next turn.
- ○ Dazzling Acrobatics (move)
- The tiefling rogue can shift twice the tiefling rogue’s speed. The tiefling rogue can climb at full speed as part of this
move. If an enemy attacks the tiefling rogue while the tiefling rogue shifts, the tiefling rogue gains a +4 bonus to AC against
that attack.
- ○ Infernal Wrath (minor)
- The tiefling rogue gains a +1 power bonus to the tiefling rogue’s next attack roll against an enemy that hit the tiefling
rogue since the tiefling rogue’s last turn. If the attack hits, it deals +3 extra damage.
- ○ [M] Scorpion Strike (immediate reaction) ✦ Weapon
- When an ally damages a creature adjacent to the tiefling rogue.
Targets the creature the tiefling rogue’s ally damaged; +30 vs. AC; 2d6 + 15 damage.
- Bloodhunt
- The tiefling rogue gains a +1 racial bonus to attack rolls against bloodied foes.
- First Strike
- At the start of an encounter, the tiefling rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the tiefling rogue’s weapon damage die increases by one size. When wielding a dagger, the tiefling
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the tiefling rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the tiefling rogue deals an extra 5d6 damage.
Skills Acrobatics +23, Thievery +23
Str 21 (+17); Dex 23 (+18); Wis 13 (+13);
Con 14 (+14); Int 14 (+14); Cha 17 (+15)
Equipment leather armor, short sword, shuriken
-1 Level / +1 Level
Tiefling Trickster Rogue [Level 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +18; Senses Perception +18; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 33, Reflex 39, Will 37
Resist 17 fire
Speed 6
- ● [m] Short Sword (standard) ✦ Weapon
- +26 vs. AC; 2d6 + 11 damage.
- ● [r] Hand Crossbow (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M/R] Deft Strike (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 2d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
The tiefling rogue can move 2 squares before the attack.
- ○ [M/R] Knave’s Gambit (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 15 damage.
Miss: The target makes a melee basic attack as a free action against an adjacent target other than the tiefling
rogue. The tiefling rogue chooses the target of its attack.
- □ [M/R] Hamstring (standard) ✦ Weapon
- Short Sword: +30 vs. AC; 4d6 + 15 damage.
Hand Crossbow: Ranged 10/20; +29 vs. AC; 4d6 + 15 damage.
Hit: The target takes ongoing 10 damage and is slowed (save ends both). Miss: Half damage, and the target
takes ongoing 5 damage and is slowed (save ends both).
- ○ Infernal Wrath (minor)
- The tiefling rogue gains a +1 power bonus to the tiefling rogue’s next attack roll against an enemy that hit the tiefling
rogue since the tiefling rogue’s last turn. If the attack hits, it deals +6 extra damage.
- □ Hide from the Light (minor)
- The tiefling rogue must already be hidden to use this power. The tiefling rogue is invisible until the end of the encounter
or until the tiefling rogue ends the effect by moving more than 2 squares in a turn or by making any attack other than a basic
attack or an at-will attack.
- Bloodhunt
- The tiefling rogue gains a +1 racial bonus to attack rolls against bloodied foes.
- First Strike
- At the start of an encounter, the tiefling rogue has combat advantage against any creatures that have not yet acted in that
encounter.
- Rogue Weapon Talent
- When wielding a shuriken, the tiefling rogue’s weapon damage die increases by one size. When wielding a dagger, the tiefling
rogue gains a +1 bonus to attack rolls.
- Sneak Attack
- Once per round, when the tiefling rogue has combat advantage against an enemy and hits that enemy with an attack using a rogue
weapon, the tiefling rogue deals an extra 5d6 damage.
Skills Stealth +25, Thievery +23
Str 15 (+14); Dex 23 (+18); Wis 13 (+13);
Con 14 (+14); Int 14 (+14); Cha 23 (+18)
Equipment leather armor, short sword, hand crossbow
-1 Level / +1 Level
Tiefling Fey-Pact Warlock [Level 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +14; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 33, Reflex 38, Will 39
Resist 17 fire
Speed 6
- ● [m] Spear (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +28 vs. Reflex; 2d10 + 16 damage.
- ● [R] Eyebite (standard) ✦ Charm, Psychic
- Ranged 10; +28 vs. Will; 2d6 + 16 psychic damage, and the tiefling warlock is invisible to the target until the start of the
tiefling warlock’s next turn.
- ○ [R] Thorns of Venom (standard) ✦ Poison
- Ranged 10; +28 vs. Fortitude; 3d8 + 16 poison damage, and the target is immobilized and takes a –7 penalty to AC and Reflex
defense until the end of the tiefling warlock’s next turn.
- □ [R] Curse of the Twin Princes (standard) ✦ Illusion, Psychic
- Ranged 5; +28 vs. Will; 4d10 + 16 psychic damage. Until the end of the encounter, every time the tiefling warlock takes damage,
the tiefling warlock makes a +28 vs. Will attack against the target; if the attack hits, the tiefling warlock takes half damage
and the target takes the other half. Hit or Miss: Until the end of the encounter, whenever the tiefling warlock is
adjacent to the target, the images of the tiefling warlock both begin to flow together, such that anyone who attacks one has
a 50% chance of accidentally hitting the other instead.
- □ Raven’s Glamor (move) ✦ Illusion, Teleportation
- The tiefling warlock becomes invisible until the start of the tiefling warlock’s next turn and teleports 20 squares. The tiefling
warlock leaves behind an illusory image of the tiefling warlock that persists as long as the tiefling warlock is invisible.
This image stands in place, takes no actions, and uses the tiefling warlock’s defenses if it is attacked. If the illusion
is touched or takes any damage, it dissolves into a pile of dead leaves. If the tiefling warlock makes an attack, the tiefling
warlock becomes visible. Sustain Standard: The tiefling warlock remains invisible as long as the tiefling warlock doesn’t
make an attack.
- ● Warlock’s Curse (minor)
- The tiefling warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
tiefling warlock can deal an extra 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The tiefling warlock can only curse one target per turn.
- ○ Infernal Wrath (minor)
- The tiefling warlock gains a +1 power bonus to the tiefling warlock’s next attack roll against an enemy that hit the tiefling
warlock since the tiefling warlock’s last turn. If the attack hits, it deals +7 extra damage.
- ● Misty Step (free)
- When a cursed enemy is reduced to 0 hit points or less.
The tiefling warlock can immediately teleport 3 squares.
- Bloodhunt
- The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +23, Bluff +26
Str 12 (+13); Dex 13 (+13); Wis 14 (+14);
Con 15 (+14); Int 23 (+18); Cha 25 (+19)
Equipment leather armor, spear
-1 Level / +1 Level
Tiefling Infernal-Pact Warlock [Level 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +13; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 37, Reflex 38, Will 35
Resist 17 fire
Speed 6
- ● [m] Mace (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Hellish Rebuke (standard) ✦ Fire
- Ranged 10; +27 vs. Reflex; 2d6 + 15 fire damage. If the tiefling warlock takes damage before the end of the tiefling warlock’s
next turn, the target takes an extra 2d6 + 15 fire damage.
- ○ [C] Spiteful Darts (standard)
- Close blast 5; +27 vs. Reflex; 4d8 + 15 damage, and the target is pushed 9 squares.
- □ [R] Tartarean Tomb (standard)
- Ranged 10; +27 vs. Reflex; 5d10 + 15 damage, and the target is entombed (save ends). An entombed target is immobilized and
lacks line of sight and line of effect to any space other than its own. All creatures other than the tiefling warlock cannot
gain line of sight or line of effect to the target. Miss: Half damage, and the target is immobilized (save ends).
- ● Warlock’s Curse (minor)
- The tiefling warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
tiefling warlock can deal an extra 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The tiefling warlock can only curse one target per turn.
- ○ Infernal Wrath (minor)
- The tiefling warlock gains a +1 power bonus to the tiefling warlock’s next attack roll against an enemy that hit the tiefling
warlock since the tiefling warlock’s last turn. If the attack hits, it deals +3 extra damage.
- □ Wings of the Fiend (minor) ✦ Polymorph
- The tiefling warlock grows wings and gains a fly speed equal to the tiefling warlock’s speed until the end of the encounter
or for 5 minutes.
- ● Dark One’s Blessing (free)
- When a cursed enemy is reduced to 0 hit points or less.
The tiefling warlock gains 25 temporary hit points.
- Bloodhunt
- The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +23, Intimidate +20
Str 12 (+13); Dex 14 (+14); Wis 13 (+13);
Con 23 (+18); Int 23 (+18); Cha 17 (+15)
Equipment leather armor, mace
-1 Level / +1 Level
Tiefling Star-Pact Warlock [Level 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +13; low-light
HP 231; Bloodied 115
Healing Surges (+57 hp) ○○○
AC 36; Fortitude 37, Reflex 35, Will 38
Resist 17 fire
Speed 6
- ● [m] Sickle (standard) ✦ Weapon
- +24 vs. AC; 2d6 + 10 damage.
- ● [r] Eldritch Blast (standard)
- Ranged 10; +27 vs. Reflex; 2d10 + 15 damage.
- ● [R] Dire Radiance (standard) ✦ Fear, Radiant
- Ranged 10; +27 vs. Fortitude; 2d6 + 15 radiant damage. If the target moves nearer to the tiefling warlock on its next turn,
it takes an extra 2d6 + 15 damage.
- ○ [R] Dark Transport (standard) ✦ Teleportation
- Ranged 10; +27 vs. Will; 4d10 + 15 damage, and the tiefling warlock can swap places with the target. After swapping places
with the target, the tiefling warlock can teleport 3 squares..
- □ [R] Thirteen Baleful Stars (standard) ✦ Fear, Fire, Psychic
- Ranged 10; +27 vs. Will; 5d10 + 15 fire and psychic damage, and the target is stunned until the end of the tiefling warlock’s
next turn. Miss: Half damage, and the target is dazed until the end of the tiefling warlock’s next turn.
- ● Warlock’s Curse (minor)
- The tiefling warlock places a Warlock’s Curse on the nearest visible enemy. Once per round when hitting a cursed enemy, the
tiefling warlock can deal an extra 3d6 damage. The Warlock’s Curse remains in effect until the end of the encounter or until
the cursed enemy drops to 0 hit points or fewer. The tiefling warlock can only curse one target per turn.
- ○ Infernal Wrath (minor)
- The tiefling warlock gains a +1 power bonus to the tiefling warlock’s next attack roll against an enemy that hit the tiefling
warlock since the tiefling warlock’s last turn. If the attack hits, it deals +6 extra damage.
- ○ Entropic Ward (minor)
- Until the end of the tiefling warlock’s next turn, anyone who attacks the tiefling warlock must roll two dice and take the
lower result. Each time an attack misses due to this effect, the tiefling warlock gains a cumulative +1 power bonus to the
tiefling warlock’s next attack roll.
- ● Fate of the Void (free)
- When a cursed enemy is reduced to 0 hit points or less.
The tiefling warlock gains a +1 bonus to a single d20 roll the tiefling warlock makes during the tiefling warlock’s next turn.
This bonus is cumulative; if three cursed enemies drop, the bonus increases to +3.
- Bloodhunt
- The tiefling warlock gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +20, Insight +18
Str 12 (+13); Dex 14 (+14); Wis 13 (+13);
Con 23 (+18); Int 17 (+15); Cha 23 (+18)
Equipment leather armor, sickle
-1 Level / +1 Level
Tiefling Inspiring Warlord [Level 25 Soldier (Leader)]
Medium natural humanoid [XP 7000]
Initiative +15; Senses Perception +13; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 37; Fortitude 38, Reflex 34, Will 38
Resist 17 fire
Speed 5
- ● [m] Halberd (standard) ✦ Weapon
- Reach 1; +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Furious Smash (standard) ✦ Weapon
- +29 vs. Fortitude; 6 damage, and choose one ally adjacent to either the tiefling warlord or the target. On his or her next
attack against the target, this ally gains a +6 bonus to the attack roll and the damage roll. If the ally does not attack
the target by the end of his or her next turn, the bonus is lost.
- ○ [M] Great Dragon War Cry (standard) ✦ Fear, Weapon
- +29 vs. AC; 3d10 + 15 damage, and the target is weakened until the end of the tiefling warlord’s next turn. Until the end
of the encounter, the tiefling warlord’s allies gain a +6 power bonus to their attack rolls against weakened enemies.
- □ [M] White Raven’s Call (standard) ✦ Weapon
- +29 vs. AC; 6d10 + 15 damage, and the tiefling warlord and all of the tiefling warlord’s allies within 10 squares of the tiefling
warlord makes saving throws against any single effect that a save can end. Miss: Each of the tiefling warlord’s allies
within 10 squares of the tiefling warlord makes a saving throw against any effect that the target caused and that a save can
end.
- □ Heart of the Titan (standard)
- The tiefling warlord or one ally within 10 squares gains temporary hit points equal to his or her healing surge value + 6.
Until the target loses as many temporary hit points as he or she gained from this power, the target adds +6 to damage rolls
and can’t be dazed, immobilized, pulled, pushed, restrained, slid, slowed, stunned, or weakened.
- ○ Infernal Wrath (minor)
- The tiefling warlord gains a +1 power bonus to the tiefling warlord’s next attack roll against an enemy that hit the tiefling
warlord since the tiefling warlord’s last turn. If the attack hits, it deals +6 extra damage.
- ○○○ Inspiring Word (minor) ✦ Healing
- The tiefling warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This
power can only be used once per round.
- Bloodhunt
- The tiefling warlord gains a +1 racial bonus to attack rolls against bloodied foes.
- Inspiring Presence
- When an ally who can see the tiefling warlord spends an action point to take an extra action, that ally also regains 18 lost
hit points.
- Combat Leader
- The tiefling warlord and each ally within 10 squares who can see and hear the tiefling warlord gains a +2 power bonus to initiative.
Skills Heal +18, History +20
Str 23 (+18); Dex 13 (+13); Wis 12 (+13);
Con 14 (+14); Int 17 (+15); Cha 23 (+18)
Equipment chainmail, halberd, javelin
-1 Level / +1 Level
Tiefling Tactical Warlord [Level 25 Soldier (Leader)]
Medium natural humanoid [XP 7000]
Initiative +15; Senses Perception +13; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 41; Fortitude 38, Reflex 38, Will 35
Resist 17 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Wolf Pack Tactics (standard) ✦ Weapon
- +30 vs. AC; 2d8 + 15 damage. Before the tiefling warlord attacks, one ally adjacent to either the tiefling warlord or the
target may shift 1 square as a free action.
- ○ [M] Sudden Assault (standard) ✦ Weapon
- +30 vs. AC; 1d8 + 15 damage, and an ally of the tiefling warlord’s choice within 5 squares of the tiefling warlord takes a
standard action. The tiefling warlord’s ally gains a +6 power bonus to attack rolls against targets adjacent to the tiefling
warlord for attacks made with this extra standard action.
- □ [R] Stir the Hornet’s Nest (standard) ✦ Weapon
- Must be wielding a heavy thrown weapon.
Ranged 10/20; +29 vs. AC; 6d6 + 15 damage. Until the end of the encounter, the tiefling warlord’s allies add +6 to attack
rolls and damage rolls when making ranged attacks against the target. Miss: Each ally makes a ranged basic attack against
the target as a free action, with a +6 bonus to the attack roll and the damage.
- □ Own the Battlefield (standard)
- Close burst 10; targets visible enemies; the tiefling warlord slides each target 6 squares.
- ○ Infernal Wrath (minor)
- The tiefling warlord gains a +1 power bonus to the tiefling warlord’s next attack roll against an enemy that hit the tiefling
warlord since the tiefling warlord’s last turn. If the attack hits, it deals +3 extra damage.
- ○○○ Inspiring Word (minor) ✦ Healing
- The tiefling warlord or one ally within 15 squares can spend a healing surge and regain an additional 5d6 hit points. This
power can only be used once per round.
- Bloodhunt
- The tiefling warlord gains a +1 racial bonus to attack rolls against bloodied foes.
- Tactical Presence
- When an ally the tiefling warlord can see spends an action point to make an extra attack, the ally gains a +6 bonus to the
attack roll.
- Combat Leader
- The tiefling warlord and each ally within 10 squares who can see and hear the tiefling warlord gains a +2 power bonus to initiative.
Skills Heal +18, History +23
Str 23 (+18); Dex 13 (+13); Wis 12 (+13);
Con 14 (+14); Int 23 (+18); Cha 17 (+15)
Equipment hide armor, light shield, longsword, javelin
-1 Level / +1 Level
Tiefling Control Wizard [Level 25 Artillery]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +17; low-light
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 38; Fortitude 33, Reflex 38, Will 38
Resist 17 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [R] Ray of Frost (standard) ✦ Cold
- Ranged 10; +28 vs. Fortitude; 2d6 + 16 cold damage, and the target is slowed until the end of the tiefling wizard’s next turn.
- ○ [A] Acid Storm (standard) ✦ Acid
- Area burst 4 within 10; +28 vs. Fortitude; 4d6 + 16 acid damage. Hit or Miss: The cloud blocks line of sight, providing
total concealment to creatures inside it. Any creature that enters the cloud or starts its turn there takes 10 acid damage.
The cloud lasts until the end of the tiefling wizard’s next turn, or the tiefling wizard can dismiss it as a minor action.
- □ [A] Necrotic Web (standard) ✦ Necrotic, Zone
- Area burst 3 within 20; +28 vs. Reflex; 4d6 + 16 necrotic damage, and the target is immobilized (save ends). Hit or Miss:
The burst creates a web-filled zone until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature
in the web at the start of its turn takes 4d6 necrotic damage. Any creature that ends its move in the web is immobilized (save
ends).
- ○ Infernal Wrath (minor)
- The tiefling wizard gains a +1 power bonus to the tiefling wizard’s next attack roll against an enemy that hit the tiefling
wizard since the tiefling wizard’s last turn. If the attack hits, it deals +2 extra damage.
- □ Time Stop (minor)
- The tiefling wizard gains two extra standard actions, which the tiefling wizard can’t use to attack other creatures.
- ○ Orb of Imposition (free)
- The tiefling wizard can choose one creature suffering from one of the tiefling wizard’s wizard spells whose effect ends on
a saving throw. That creature takes a -5 penalty to its saving throws against that effect. Alternatively, the tiefling wizard
can extend the duration a wizard at-will spell whose effect is ending at the end of the tiefling wizard’s current turn, so
that it lasts instead until the end of the tiefling wizard’s next turn.
- Bloodhunt
- The tiefling wizard gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +24, Insight +22
Str 12 (+13); Dex 15 (+14); Wis 21 (+17);
Con 14 (+14); Int 25 (+19); Cha 15 (+14)
Equipment cloth armor, quarterstaff, orb
-1 Level / +1 Level
Tiefling War Wizard [Level 25 Artillery]
Medium natural humanoid [XP 7000]
Initiative +17; Senses Perception +14; low-light
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 38; Fortitude 33, Reflex 38, Will 35
Resist 17 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +24 vs. AC; 2d8 + 10 damage.
- ● [A] Scorching Burst (standard) ✦ Fire
- Area burst 1 within 10; +28 vs. Reflex; 2d6 + 16 fire damage.
- ○ [R] Chain Lightning (standard) ✦ Lightning
- Ranged 20; +28 vs. Reflex; 4d6 + 16 lightning damage. Hit or Miss: Make a secondary attack against two creatures within
5 squares of the primary target and a tertiary attack against other enemies within 20 squares. Secondary Attack: +28
vs. Reflex; 2d6 + 16 lightning damage. Tertiary Attack: +28 vs. Reflex; 1d6 + 16 lightning damage.
- □ [C] Prismatic Spray (standard) ✦ Fear, Fire, Poison
- Close burst 5; targets enemies; +28 vs. Fortitude, Reflex, Will. The tiefling wizard makes only one attack per target, but
compare that attack result against all three defenses. If the attack hits:
Fortitude: The target takes 3d6 +
16 poison damage, and is slowed (save ends).
Reflex: The target takes 3d6 + 16 fire damage, and ongoing 15 fire
damage (save ends).
Will: The target is stunned (save ends).
A target might be subject to any, all,
or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing
effect separately.
- □ Mass Fly (standard)
- The tiefling wizard and each ally within 5 squares gain a speed of fly 8 until the end of the tiefling wizard’s next turn.
Sustain Minor: The tiefling wizard can sustain this power until the end of the encounter or for 5 minutes. If the tiefling
wizard does not sustain this power, all targets float to the ground without taking falling damage.
- ○ Infernal Wrath (minor)
- The tiefling wizard gains a +1 power bonus to the tiefling wizard’s next attack roll against an enemy that hit the tiefling
wizard since the tiefling wizard’s last turn. If the attack hits, it deals +2 extra damage.
- ○ Wand of Accuracy (free)
- The tiefling wizard gains a +5 bonus to a single attack roll.
- Bloodhunt
- The tiefling wizard gains a +1 racial bonus to attack rolls against bloodied foes.
Skills Arcana +24, History +24
Str 12 (+13); Dex 21 (+17); Wis 15 (+14);
Con 14 (+14); Int 25 (+19); Cha 15 (+14)
Equipment cloth armor, quarterstaff, wand
-1 Level / +1 Level
Tiefling Isolating Avenger [Level 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +18; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 38
Resist 17 fire
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +25 vs. AC; 2d6 + 11 damage.
- ● [M] Overwhelming Strike (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 15 damage, and the tiefling avenger shifts 1 square, sliding the target 1 square into the space the tiefling
avenger occupied.
- ○ [M] Phase Duel (standard) ✦ Weapon
- +30 vs. AC; 3d10 + 15 damage, and until the end of the tiefling avenger’s next turn, the tiefling avenger and the target are
immobilized. In addition, no other creature has line of sight or line of effect to either the target or the tiefling avenger,
both of whom have line of sight and line of effect only to each other. This effect ends if the immobilized condition ends
on either the target or the tiefling avenger before the end of the tiefling avenger’s next turn. Hit or Miss: Until
the end of the tiefling avenger’s next turn, the tiefling avenger gains a +6 bonus to all defenses against the target’s attacks.
- □ [M] Aspect of Death (standard) ✦ Weapon
- +30 vs. Fortitude; 6d10 + 15 damage, and the target takes 10 damage at the start of its turn if the tiefling avenger is within
5 squares of it (save ends). Miss: Half damage, and the target takes 5 damage at the start of its turn if the tiefling
avenger is within 5 squares of it (save ends).
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the tiefling avenger can see in within 10 squares. When the tiefling avenger makes a melee attack against
the target and the target is the only enemy adjacent to the tiefling avenger, the tiefling avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the tiefling avenger regains the use of this power.
- ○ Infernal Wrath (minor)
- The tiefling avenger gains a +1 power bonus to the tiefling avenger’s next attack roll against an enemy that hit the tiefling
avenger since the tiefling avenger’s last turn. If the attack hits, it deals +2 extra damage.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the tiefling avenger makes an attack roll against the tiefling avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- □ Oath of the Final Strike (immediate interrupt)
- When an attack reduces the tiefling avenger to 0 hit points or fewer and doesn’t kill you.
The tiefling avenger is dying but doesn’t fall unconscious. Until the end of the tiefling avenger’s next turn, the tiefling
avenger doesn’t take any damage after the triggering attack, and the tiefling avenger gains a +4 bonus to attack rolls. At
the end of the tiefling avenger’s next turn, the tiefling avenger falls unconscious if the tiefling avenger is still dying.
- Bloodhunt
- The tiefling avenger gains a +1 racial bonus to attack rolls against bloodied foes.
- Censure of Retribution
- When any enemy other than the tiefling avenger’s oath of enmity target hits the tiefling avenger, the tiefling avenger gains
a +6 bonus to damage rolls against the tiefling avenger’s oath of enmity target until the end of the tiefling avenger’s next
turn. This bonus is cumulative.
- Armor of Faith
- The favor of the tiefling avenger’s deity wards the tiefling avenger from harm. While the tiefling avenger is neither wearing
heavy armor nor using a shield, the tiefling avenger gains a +3 bonus to AC.
Skills Athletics +19, Religion +23
Str 15 (+14); Dex 13 (+13); Wis 23 (+18);
Con 14 (+14); Int 23 (+18); Cha 14 (+14)
Equipment cloth armor, greatsword, javelin, holy symbol
-1 Level / +1 Level
Tiefling Pursuing Avenger [Level 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +17; Senses Perception +18; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 38
Resist 17 fire
Speed 6
- ● [m] Greatsword (standard) ✦ Weapon
- +26 vs. AC; 2d10 + 11 damage.
- ● [r] Crossbow (standard) ✦ Weapon
- Ranged 15/30; +28 vs. AC; 2d8 + 14 damage.
- ● [M] Bond of Pursuit (standard) ✦ Weapon
- +30 vs. AC; 2d10 + 15 damage, and if the target doesn’t end its next turn adjacent to the tiefling avenger, the tiefling avenger
can shift 6 squares as a free action. The tiefling avenger must end that shift closer to the target.
- ○ [M] Bond of Justice (standard) ✦ Radiant, Teleportation, Weapon
- +30 vs. AC; 4d10 + 15 radiant damage, and if the target is not adjacent to the tiefling avenger at the start of the tiefling
avenger’s next turn, the tiefling avenger gains a +4 bonus to attack rolls against it until the end of that turn. During that
turn, the tiefling avenger can teleport to a space adjacent to the target as a move action, doing 10 radiant damage to the
target.
- □ [R] Bond of Destiny (standard) ✦ Psychic, Teleportation
- Ranged 20; +27 vs. Will; 6d8 + 15 psychic damage. Miss: Half damage. Hit or Miss: The target suffers a bond
of destiny (save ends). Until the bond ends, the tiefling avenger can teleport to a space adjacent to the target as a minor
action. The tiefling avenger doesn’t need line of sight to the destination space. Aftereffect: The tiefling avenger
can teleport to a space adjacent to the target as a free action once. The tiefling avenger doesn’t need line of sight to the
destination space.
- ○ [C] Oath of Enmity (minor)
- Choose one enemy the tiefling avenger can see in within 10 squares. When the tiefling avenger makes a melee attack against
the target and the target is the only enemy adjacent to the tiefling avenger, the tiefling avenger makes two attack rolls
and use either result. This effect lasts until the end of the encounter or until the target drops to 0 hit points, at which
point the tiefling avenger regains the use of this power.
- ○ Infernal Wrath (minor)
- The tiefling avenger gains a +1 power bonus to the tiefling avenger’s next attack roll against an enemy that hit the tiefling
avenger since the tiefling avenger’s last turn. If the attack hits, it deals +2 extra damage.
- □ Ghostly Vengeance (minor)
- Until the end of the encounter, the tiefling avenger gains phasing, and the tiefling avenger takes half damage from opportunity
attacks.
- ○ [C] Divine Guidance (immediate interrupt) ✦ Channel Divinity
- When an ally within 10 squares of the tiefling avenger makes an attack roll against the tiefling avenger’s oath of enmity
target.
The ally makes a second attack roll and uses either result.
- Bloodhunt
- The tiefling avenger gains a +1 racial bonus to attack rolls against bloodied foes.
- Censure of Pursuit
- If the tiefling avenger’s oath of enmity target moves away from the tiefling avenger willingly, the tiefling avenger gains
a +11 bonus to damage rolls against the target until the end of the tiefling avenger’s next turn.
- Armor of Faith
- The favor of the tiefling avenger’s deity wards the tiefling avenger from harm. While the tiefling avenger is neither wearing
heavy armor nor using a shield, the tiefling avenger gains a +3 bonus to AC.
Skills Religion +19, Stealth +24
Str 15 (+14); Dex 21 (+17); Wis 23 (+18);
Con 14 (+14); Int 15 (+14); Cha 14 (+14)
Equipment cloth armor, greatsword, crossbow, holy symbol
-1 Level / +1 Level
Tiefling Rageblood Barbarian [Level 25 Brute]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 281; Bloodied 140
Healing Surges (+70 hp) ○○○
AC 39; Fortitude 39, Reflex 36, Will 34
Resist 17 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Devastating Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 vs. AC; 2d12 + 3d8 + 15 damage (crit 63 + 3d12). Hit or Miss: Until the start of the tiefling barbarian’s next
turn, any attacker gains a +2 bonus to attack rolls against the tiefling barbarian. If the tiefling barbarian is raging, attackers
do not gain this bonus.
- ○ [M] Fatal Strike (standard) ✦ Weapon
- +29 vs. AC; 4d12 + 20 damage (crit 68 + 3d12), and the target cannot regain hit points until the start of the tiefling barbarian’s
next turn.
- □ [M] Ash Hammer Rage (standard) ✦ Rage, Weapon
- +29 vs. AC; 7d12 + 15 damage (crit 99 + 3d12), and the target is pushed 5 squares. Miss: Half damage, and the target
is pushed 1 square. Hit or Miss: The tiefling barbarian enters the rage of the ash hammer. Until the rage ends, whenever
the tiefling barbarian hits with an attack, the tiefling barbarian gains 13 temporary hit points. If that attack already grants
temporary hit points to the tiefling barbarian, add +3 to the number of temporary hit points the tiefling barbarian gains.
- ○ Infernal Wrath (minor)
- The tiefling barbarian gains a +1 power bonus to the tiefling barbarian’s next attack roll against an enemy that hit the tiefling
barbarian since the tiefling barbarian’s last turn. If the attack hits, it deals +3 extra damage.
- ○ Swift Charge (free)
- When the tiefling barbarian’s attack reduces an enemy to 0 hit points.
The tiefling barbarian charges an enemy.
- □ Primal Vigor (immediate interrupt)
- When the tiefling barbarian is hit by an attack.
Until the end of the tiefling barbarian’s next turn, the tiefling barbarian gains resist 17 to all damage.
- Bloodhunt
- The tiefling barbarian gains a +1 racial bonus to attack rolls against bloodied foes.
- Rageblood Vigor
- Whenever the tiefling barbarian’s attack reduces an enemy to 0 hit points, the tiefling barbarian gains 15 temporary hit points.
- Barbarian Agility
- While the tiefling barbarian is not wearing heavy armor, the tiefling barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +22, Perception +18
Str 23 (+18); Dex 14 (+14); Wis 13 (+13);
Con 21 (+17); Int 14 (+14); Cha 17 (+15)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Tiefling Thaneborn Barbarian [Level 25 Brute]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 275; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 39; Fortitude 39, Reflex 36, Will 37
Resist 17 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Howling Strike (standard) ✦ Weapon
- Must be wielding a two-handed weapon.
+29 vs. AC; 2d12 + 3d6 + 15 damage (crit 57 + 3d12). When charging, the tiefling barbarian can use this power in place of
a melee basic attack. If the tiefling barbarian is raging, the tiefling barbarian can move 2 extra squares as part of the
charge.
- ○ [M] Berserker’s Shout (standard) ✦ Fear, Weapon
- +29 vs. AC; 5d12 + 15 damage (crit 75 + 3d12), and each enemy adjacent to the tiefling barbarian takes a –6 penalty to attack
rolls until the end of the tiefling barbarian’s next turn.
- □ [M] Stone Tempest Rage (standard) ✦ Rage, Thunder, Weapon
- +29 vs. AC; 7d12 + 15 thunder damage (crit 99 + 3d12), and the tiefling barbarian knocks the target prone. Miss: Half
damage. Hit or Miss: The tiefling barbarian enters the rage of the stone tempest. Until the rage ends, the tiefling
barbarian can score a critical hit on a roll of 18–20.
- ○ Infernal Wrath (minor)
- The tiefling barbarian gains a +1 power bonus to the tiefling barbarian’s next attack roll against an enemy that hit the tiefling
barbarian since the tiefling barbarian’s last turn. If the attack hits, it deals +6 extra damage.
- □ Untouched (minor)
- The tiefling barbarian makes a saving throw against each effect on the tiefling barbarian that a save can end. The tiefling
barbarian gains a +2 bonus to each saving throw.
- ○ [C] Roar of Triumph (free) ✦ Fear
- When the tiefling barbarian’s attack reduces an enemy to 0 hit points.
Each enemy within 5 squares takes a –2 penalty to all defenses until the end of the tiefling barbarian’s next turn.
- Bloodhunt
- The tiefling barbarian gains a +1 racial bonus to attack rolls against bloodied foes.
- Thaneborn Triumph
- Whenever the tiefling barbarian bloodies an enemy, the next attack by the tiefling barbarian or an ally against that enemy
gains a +6 bonus to the attack roll.
- Barbarian Agility
- While the tiefling barbarian is not wearing heavy armor, the tiefling barbarian gains a +3 bonus to AC and Reflex.
Skills Athletics +22, Perception +18
Str 23 (+18); Dex 14 (+14); Wis 13 (+13);
Con 15 (+14); Int 14 (+14); Cha 23 (+18)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Tiefling Cunning Bard [Level 25 Controller (Leader)]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +18; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 41; Fortitude 33, Reflex 39, Will 39
Resist 17 fire
Speed 6
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [R] Vicious Mockery (standard) ✦ Charm, Psychic
- Ranged 10; +28 vs. Will; 2d6 + 16 psychic damage, and the target takes a –2 penalty to attack rolls until the end of the tiefling
bard’s next turn.
- ○ [R] Echoes in Time (standard) ✦ Force, Teleportation
- Ranged 10; +28 vs. Reflex; 3d8 + 16 force damage. Each ally within 10 squares of the tiefling bard, as the last action of
his or her next turn, can teleport as a free action back to the space where he or she started that turn. Until the start of
the tiefling bard’s next turn, an ally who teleports using this power also gains a +6 power bonus to all defenses.
- □ [C] Frenzied Rhythm (standard) ✦ Charm
- Close burst 5; targets enemies; +28 vs. Will; the tiefling bard slides the target 5 squares, the target makes a basic attack
as a free action against a creature of the tiefling bard’s choice, and the target is then stunned until the end of the tiefling
bard’s next turn. Miss: The target is dazed until the end of the tiefling bard’s next turn.
- ○ Infernal Wrath (minor)
- The tiefling bard gains a +1 power bonus to the tiefling bard’s next attack roll against an enemy that hit the tiefling bard
since the tiefling bard’s last turn. If the attack hits, it deals +7 extra damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The tiefling bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 hit points. This
power can only be used once per round. The tiefling bard can also slide the target 1 square.
- □ Mirrored Entourage (minor) ✦ Illusion
- Each ally within 20 squares gains two illusory duplicates that last until the end of the encounter. Until the duplicates disappear,
the duplicates share the target’s space and move with him or her. In addition, the target gains a +4 power bonus to AC. When
an attack against AC misses the target, one of that target’s duplicates disappears, and the power bonus to AC decreases by
2.
- Bloodhunt
- The tiefling bard gains a +1 racial bonus to attack rolls against bloodied foes.
- Virtue of Cunning
- Once per round, when an enemy attack misses an ally within 11 squares of the tiefling bard, the tiefling bard can slide that
ally 1 square as a free action.
- Skill Versatility
- The tiefling bard gains a +1 bonus to untrained skill checks.
Skills Arcana +23, Bluff +26
Str 14 (+14); Dex 13 (+13); Wis 12 (+13);
Con 15 (+14); Int 23 (+18); Cha 25 (+19)
Equipment hide armor, light shield, longsword
-1 Level / +1 Level
Tiefling Valorous Bard [Level 25 Controller (Leader)]
Medium natural humanoid [XP 7000]
Initiative +13; Senses Perception +18; low-light
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 38; Fortitude 36, Reflex 36, Will 39
Resist 17 fire
Speed 5
- ● [m] Longsword (standard) ✦ Weapon
- +26 vs. AC; 2d8 + 11 damage.
- ● [M] Guiding Strike (standard) ✦ Weapon
- +31 vs. AC; 2d8 + 16 damage, and the target takes a –2 penalty to the defense of the tiefling bard’s choice until the end
of the tiefling bard’s next turn.
- ○ [M] Weal and Woe (standard) ✦ Weapon
- +31 vs. AC; 3d8 + 16 damage, and one ally adjacent to the target makes a saving throw with a +5 power bonus and gains a +5
power bonus to his or her next attack roll against the target.
- □ [R] Adversarial Song (standard) ✦ Charm, Psychic
- Ranged 10; +28 vs. Will; 3d10 + 16 psychic damage. Miss: Half damage. Hit or Miss: Choose an ally within 10
squares of the tiefling bard. The target deals half damage to any of the tiefling bard’s allies except the chosen ally (save
ends). In addition, that ally deals 1d10 extra damage on a hit against the target until the end of the encounter.
- ○ Infernal Wrath (minor)
- The tiefling bard gains a +1 power bonus to the tiefling bard’s next attack roll against an enemy that hit the tiefling bard
since the tiefling bard’s last turn. If the attack hits, it deals +7 extra damage.
- ○○○ Majestic Word (minor) ✦ Healing
- The tiefling bard or one ally within 15 squares can spend a healing surge and regain an additional 4d6 + 7 hit points. This
power can only be used once per round. The tiefling bard can also slide the target 1 square.
- □ Elegy Unwritten (immediate interrupt) ✦ Healing
- When an ally within 5 squares of the tiefling bard dies.
The ally regains hit points as if he or she had spent a healing surge. In addition, the ally can stand up and shift 2 squares
as a free action.
- Bloodhunt
- The tiefling bard gains a +1 racial bonus to attack rolls against bloodied foes.
- Virtue of Valor
- Once per round, when any ally within 5 squares of the tiefling bard reduces an enemy to 0 hit points or bloodies an enemy,
the tiefling bard can grant 10 temporary hit points to that ally as a free action.
- Skill Versatility
- The tiefling bard gains a +1 bonus to untrained skill checks.
Skills Arcana +20, Athletics +18
Str 14 (+14); Dex 13 (+13); Wis 12 (+13);
Con 21 (+17); Int 17 (+15); Cha 25 (+19)
Equipment chainmail, light shield, longsword
-1 Level / +1 Level
Tiefling Guardian Druid [Level 25 Controller]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 39; Fortitude 36, Reflex 34, Will 38
Resist 17 fire
Speed 6
- ● [m] Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 11 damage.
- ● [M] Grasping Claws (standard) ✦ Beast Form
- +27 vs. Reflex; 2d8 + 15 damage, and the target is slowed until the end of the tiefling druid’s next turn. This power can
be used as a melee basic attack.
- ● [A] Chill Wind (standard) ✦ Cold
- Area burst 1 within 10; +27 vs. Fortitude; 2d6 + 9 cold damage, and the target slides 1 square.
- ○ [A] Stormburst (standard) ✦ Lightning
- Area burst 2 within 20; +27 vs. Reflex; 2d6 + 15 lightning damage, and the target is slowed until the end of the tiefling
druid’s next turn. Hit or Miss: Until the end of the tiefling druid’s next turn, any creature that enters the area
of the burst or starts its turn there takes 5 lightning damage.
- □ [A] Primal Storm (standard) ✦ Fire, Lightning, Zone
- Area burst 4 within 20; targets enemies; +27 vs. Fortitude; 4d6 + 15 fire and lightning damage, and the primary target is
knocked prone. Miss: Half damage. Hit or Miss: The burst creates a zone of raging wind that lasts until the
end of the tiefling druid’s next turn. While the zone persists, the tiefling druid can make the following secondary attack,
using a square within the zone as the attack’s origin square. Secondary attack: Close burst 1; +27 vs. Reflex; the
target cannot stand up during its current turn. Triggered when a prone enemy within the zone stands up. Sustain Minor:
The zone persists.
- □ Unyielding Roots (standard) ✦ Healing
- The tiefling druid and each ally with 5 squares grows revitalizing roots. Until the end of the tiefling druid’s next turn,
each target can negate being pulled, pushed, or slid. In addition, if a target is bloodied at the start of his or her turn,
he or she regains 5 hit points. Sustain Minor: The effect persists.
- ● Wild Shape (minor) ✦ Polymorph
- The tiefling druid changes from the tiefling druid’s humanoid form to beast form or vice versa. When the tiefling druid changes
from beast form back to the tiefling druid’s humanoid form, the tiefling druid shifts 1 square. While the tiefling druid is
in beast form, the tiefling druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
tiefling druid can sustain such powers. The tiefling druid can use this power once per round.
- ○ Infernal Wrath (minor)
- The tiefling druid gains a +1 power bonus to the tiefling druid’s next attack roll against an enemy that hit the tiefling
druid since the tiefling druid’s last turn. If the attack hits, it deals +2 extra damage.
- Bloodhunt
- The tiefling druid gains a +1 racial bonus to attack rolls against bloodied foes.
- Primal Guardian
- While the tiefling druid is not wearing heavy armor, the tiefling druid can use the tiefling druid’s Constitution modifier
in place of the tiefling druid’s Dexterity or Intelligence modifier to determine the tiefling druid’s AC.
Skills Heal +23, Nature +23
Str 14 (+14); Dex 15 (+14); Wis 23 (+18);
Con 21 (+17); Int 15 (+14); Cha 14 (+14)
Equipment hide armor, scythe
-1 Level / +1 Level
Tiefling Predator Druid [Level 25 Controller]
Medium natural humanoid [XP 7000]
Initiative +17; Senses Perception +23; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 33, Reflex 37, Will 38
Resist 17 fire
Speed 7
- ● [m] Scythe (standard) ✦ Weapon
- +25 vs. AC; 4d4 + 11 damage.
- ● [M] Savage Rend (standard) ✦ Beast Form
- +27 vs. Reflex; 2d8 + 15 damage, and the target slides 1 square. This power can be used as a melee basic attack.
- ● [R] Flame Seed (standard) ✦ Fire, Zone
- Ranged 10; +27 vs. Reflex; 2d6 + 9 fire damage, and the squares adjacent to the target become a fiery zone that lasts until
the end of the tiefling druid’s next turn. Any enemy that enters the zone or starts its turn there takes 6 fire damage.
- ○ [C] Primal Roar (standard) ✦ Beast Form, Psychic
- Close blast 5; targets enemies; +27 vs. Will; 2d8 + 15 psychic damage, and the target is knocked prone and deafened until
the end of the tiefling druid’s next turn.
- □ [C] Primal Tiger (standard) ✦ Beast Form
- Close burst 1; targets visible enemies; +27 vs. Reflex; 6d6 + 15 damage. If the attack hits at least once, the tiefling druid
shifts 5 squares. Hit or Miss: Until the end of the encounter, while the tiefling druid is in beast form the tiefling
druid can make a melee basic attack as an opportunity action against any enemy that enters a square adjacent to the tiefling
druid.
- ● Wild Shape (minor) ✦ Polymorph
- The tiefling druid changes from the tiefling druid’s humanoid form to beast form or vice versa. When the tiefling druid changes
from beast form back to the tiefling druid’s humanoid form, the tiefling druid shifts 1 square. While the tiefling druid is
in beast form, the tiefling druid can’t use attack, utility, or feat powers that lack the beast form keyword, although the
tiefling druid can sustain such powers. The tiefling druid can use this power once per round.
- ○ Infernal Wrath (minor)
- The tiefling druid gains a +1 power bonus to the tiefling druid’s next attack roll against an enemy that hit the tiefling
druid since the tiefling druid’s last turn. If the attack hits, it deals +2 extra damage.
- □ Phantom Beast (minor) ✦ Beast Form
- Until the end of the encounter, whenever the tiefling druid uses wild shape to change into beast form, the tiefling druid
becomes insubstantial and gain phasing until the end of the tiefling druid’s turn.
- Bloodhunt
- The tiefling druid gains a +1 racial bonus to attack rolls against bloodied foes.
- Primal Predator
- While the tiefling druid is not wearing heavy armor, the tiefling druid gains a +1 bonus to the tiefling druid’s speed.
Skills Nature +23, Perception +23
Str 14 (+14); Dex 21 (+17); Wis 23 (+18);
Con 15 (+14); Int 15 (+14); Cha 14 (+14)
Equipment hide armor, scythe
-1 Level / +1 Level
Tiefling Preserving Invoker [Level 25 Artillery]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 171; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 40; Fortitude 34, Reflex 38, Will 38
Resist 17 fire
Speed 6
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 10 damage.
- ● [R] Sun Strike (standard) ✦ Radiant
- Ranged 10; +27 vs. Reflex; 2d8 + 15 radiant damage, and the tiefling invoker slides the target 1 square. The tiefling invoker
can use this power as a ranged basic attack.
- ○ [R] Word of Rebuke (standard)
- Ranged 10; +27 vs. Will; 5d6 + 15 damage, and the target is dazed until the end of the tiefling invoker’s next turn. Until
the end of the tiefling invoker’s next turn, the target also takes a -6 penalty to attack rolls.
- □ [C] Anthem of the First Dawn (standard) ✦ Healing, Radiant
- Close burst 10; targets enemies; +27 vs. Will; 6d6 + 15 radiant damage. Miss: Half damage. Hit or Miss: Each
ally in the burst can spend a healing surge.
- ○ Infernal Wrath (minor)
- The tiefling invoker gains a +1 power bonus to the tiefling invoker’s next attack roll against an enemy that hit the tiefling
invoker since the tiefling invoker’s last turn. If the attack hits, it deals +2 extra damage.
- □ Covenant of Vengeance (minor)
- Choose either the tiefling invoker or one ally within 10 squares. All of the target’s marks end. Until the end of the encounter
or until the target marks a creature, if a creature attacks the target, the tiefling invoker and the tiefling invoker’s allies
gain a +4 power bonus to attack rolls against that creature until the end of the tiefling invoker’s next turn.
- ○ Preserver’s Rebuke (immediate reaction) ✦ Channel Divinity
- When an enemy within 10 squares of the tiefling invoker hits the tiefling invoker’s ally.
The tiefling invoker gains a +6 bonus to the tiefling invoker’s next attack roll against the triggering enemy if that attack
occurs before the end of the tiefling invoker’s next turn.
- Bloodhunt
- The tiefling invoker gains a +1 racial bonus to attack rolls against bloodied foes.
- Covenant of Preservation
- When the tiefling invoker uses a divine encounter or daily attack power on the tiefling invoker’s turn, the tiefling invoker
can slide an ally within 10 squares of the tiefling invoker 1 square.
Skills Arcana +23, Religion +23
Str 12 (+13); Dex 14 (+14); Wis 23 (+18);
Con 15 (+14); Int 23 (+18); Cha 15 (+14)
Equipment hide armor, morningstar
-1 Level / +1 Level
Tiefling Wrathful Invoker [Level 25 Artillery]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +18; low-light
HP 177; Bloodied 88
Healing Surges (+44 hp) ○○○
AC 37; Fortitude 37, Reflex 35, Will 38
Resist 17 fire
Speed 5
- ● [m] Morningstar (standard) ✦ Weapon
- +24 vs. AC; 2d10 + 10 damage.
- ● [R] Avenging Light (standard) ✦ Radiant
- Ranged 10; +27 vs. Fortitude; 2d10 + 15 radiant damage. If a bloodied ally is adjacent to the target, the attack deals an
extra +5 radiant damage. The tiefling invoker can use this power as a ranged basic attack.
- ○ [A] Vindicating Flames (standard) ✦ Fire
- Area burst 2 within 10; +27 vs. Reflex; 2d6 + 15 fire damage, and if the target moves before the end of the tiefling invoker’s
next turn, it takes 15 fire damage.
- □ [A] Racking Invocation of Pain (standard)
- Area burst 2 within 20; +27 vs. Fortitude; 4d8 + 15 damage, and the target is dazed and takes 10 extra damage whenever it
is hit by a melee attack (save ends both). Miss: Half damage, and the target is dazed (save ends).
- ○ Infernal Wrath (minor)
- The tiefling invoker gains a +1 power bonus to the tiefling invoker’s next attack roll against an enemy that hit the tiefling
invoker since the tiefling invoker’s last turn. If the attack hits, it deals +2 extra damage.
- □ Invoke Heroism (minor)
- One ally within 10 squares can take an extra standard action during his or her next turn.
- ○ [C] Armor of Wrath (immediate reaction) ✦ Channel Divinity, Radiant
- When an enemy within 5 squares of the tiefling invoker hits the tiefling invoker.
The triggering enemy takes 2d6+5 radiant damage and is pushed 2 squares.
- Bloodhunt
- The tiefling invoker gains a +1 racial bonus to attack rolls against bloodied foes.
- Covenant of Wrath
- When the tiefling invoker uses a divine encounter or daily attack power on the tiefling invoker’s turn, the tiefling invoker
gains a bonus to the damage roll equal to 1 for each enemy the tiefling invoker attacks with the power.
Skills Endurance +21, Religion +20
Str 12 (+13); Dex 14 (+14); Wis 23 (+18);
Con 21 (+17); Int 17 (+15); Cha 15 (+14)
Equipment chainmail, morningstar
-1 Level / +1 Level
Tiefling Bear Shaman [Level 25 Controller (Leader)]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +23; low-light
HP 229; Bloodied 114
Healing Surges (+57 hp) ○○○
AC 36; Fortitude 37, Reflex 34, Will 38
Resist 17 fire
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d10 + 10 damage.
- ● [M] Protecting Strike (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Will; 2d8 + 15 damage, and each ally adjacent to the tiefling shaman’s spirit companion gains 5 temporary
hit points.
- ○ [M] Call to the Primal Protector (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Reflex; 2d10 + 15 damage. Until the end of the tiefling shaman’s next turn, any ally takes half damage
from any source while adjacent to the tiefling shaman’s spirit companion. Each ally adjacent to the tiefling shaman’s spirit
companion gains 7 temporary hit points.
- □ [C] Western Wind of Storms (standard) ✦ Lightning, Teleportation
- Close blast 5; targets enemies; +27 vs. Reflex; 3d6 + 15 lightning damage, and the tiefling shaman teleports the target 10
squares. Miss: Half damage, and the tiefling shaman teleports the target 5 squares. Hit or Miss: The tiefling
shaman teleports each ally in the blast 10 squares.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The tiefling shaman conjures the tiefling shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the tiefling shaman falls unconscious or until the tiefling shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the tiefling shaman takes a move action, the tiefling
shaman can also move the spirit a number of squares equal to the tiefling shaman’s speed.
The spirit can be targeted
by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 22 damage to the spirit,
the spirit disappears, and the tiefling shaman takes 17 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Infernal Wrath (minor)
- The tiefling shaman gains a +1 power bonus to the tiefling shaman’s next attack roll against an enemy that hit the tiefling
shaman since the tiefling shaman’s last turn. If the attack hits, it deals +2 extra damage.
- ○○○ Healing Spirit (minor) ✦ Healing
- The tiefling shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
tiefling shaman’s spirit companion, other than the target, regains 5d6 hit points. This power can only be used once per round.
- □ Doorway to the Spirit World (minor) ✦ Zone
- Area burst 1 within 10; the burst creates a zone of primal energy that lasts until the end of the encounter. While within
the zone, the tiefling shaman and the tiefling shaman’s allies are insubstantial.
- ● [M] Spirit’s Shield (opportunity) ✦ Healing, Spirit
- When an enemy leaves a square adjacent to the tiefling shaman’s spirit companion without shifting.
Targets triggering enemy; +27 vs. Reflex; 6 damage. Hit or Miss: One ally within 5 squares of the tiefling shaman’s
spirit companion regains 6 hit points.
- Bloodhunt
- The tiefling shaman gains a +1 racial bonus to attack rolls against bloodied foes.
- Protector Spirit
- Any ally adjacent to the tiefling shaman’s spirit companion regains 5 additional hit points when he or she uses second wind
or when the tiefling shaman uses a healing power on him or her.
Skills Nature +23, Perception +23
Str 13 (+13); Dex 14 (+14); Wis 23 (+18);
Con 21 (+17); Int 17 (+15); Cha 14 (+14)
Equipment leather armor, longspear
-1 Level / +1 Level
Tiefling Panther Shaman [Level 25 Controller (Leader)]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +23; low-light
HP 223; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 39; Fortitude 34, Reflex 37, Will 38
Resist 17 fire
Speed 6
- ● [m] Longspear (standard) ✦ Weapon
- Reach 1; +24 vs. AC; 2d10 + 10 damage.
- ● [M] Stalker’s Strike (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Fortitude; 2d10 + 15 damage, and until the end of the tiefling shaman’s next turn, the tiefling shaman’s
spirit companion can flank with the tiefling shaman and the tiefling shaman’s allies. If the target is bloodied, the tiefling
shaman gains a +3 bonus to the attack roll.
- ○ [M] Call to the Relentless Hunter (standard) ✦ Spirit
- Spirit melee 1; +27 vs. Fortitude; 4d6 + 15 damage. Until the end of the tiefling shaman’s next turn, when any ally adjacent
to the tiefling shaman’s spirit companion misses with an at-will or an encounter attack power, that attack deals 1d10 + 6
damage.
- □ [R] Spirit of the Laughing Wanderer (standard) ✦ Psychic
- Ranged 10; +27 vs. Will; 3d10 + 15 psychic damage, and the target is stunned (save ends). Aftereffect: The enemy nearest
to the target is stunned (save ends). Miss: Half damage, and the target is dazed and slowed (save ends both). Aftereffect:
The enemy nearest to the target is dazed and slowed (save ends both).
- □ Call the Dead (standard) ✦ Healing
- Each dead ally within 5 squares returns to life and spends a healing surge. Each target is also considered to have failed
no death saving throws during this encounter.
- ● Call Spirit Companion (minor) ✦ Conjuration
- The tiefling shaman conjures the tiefling shaman’s spirit companion in an unoccupied space within 20 squares. The spirit lasts
until the tiefling shaman falls unconscious or until the tiefling shaman dismisses it as a minor action. The spirit occupies
1 square. Enemies cannot move through its space, but allies can. When the tiefling shaman takes a move action, the tiefling
shaman can also move the spirit a number of squares equal to the tiefling shaman’s speed.
The spirit can be targeted
by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 22 damage to the spirit,
the spirit disappears, and the tiefling shaman takes 17 damage. Otherwise, the spirit is unaffected by the attack.
- ○ Infernal Wrath (minor)
- The tiefling shaman gains a +1 power bonus to the tiefling shaman’s next attack roll against an enemy that hit the tiefling
shaman since the tiefling shaman’s last turn. If the attack hits, it deals +2 extra damage.
- ○○○ Healing Spirit (minor) ✦ Healing
- The tiefling shaman or one ally within 5 squares can spend a healing surge. If the target does so, one ally adjacent to the
tiefling shaman’s spirit companion, other than the target, regains 5d6 hit points. This power can only be used once per round.
- ● [M] Spirit’s Fangs (opportunity) ✦ Spirit
- When an enemy leaves a square adjacent to the tiefling shaman’s spirit companion without shifting.
Targets triggering enemy; +27 vs. Reflex; 2d10 + 15 damage.
- Bloodhunt
- The tiefling shaman gains a +1 racial bonus to attack rolls against bloodied foes.
- Stalker Spirit
- Any ally adjacent to the tiefling shaman’s spirit companion gains a +6 bonus to damage rolls against bloodied enemies.
Skills Nature +23, Perception +23
Str 13 (+13); Dex 14 (+14); Wis 23 (+18);
Con 15 (+14); Int 23 (+18); Cha 14 (+14)
Equipment leather armor, longspear
-1 Level / +1 Level
Tiefling Chaos Sorcerer [Level 25 Artillery]
Medium natural humanoid [XP 7000]
Initiative +17; Senses Perception +13; low-light
HP 170; Bloodied 85
Healing Surges (+42 hp) ○○○
AC 36; Fortitude 33, Reflex 36, Will 40
Resist 17 fire
Speed 6
- ● [r] Dagger (standard) ✦ Weapon
- Ranged 5/10; +29 vs. AC; 2d4 + 14 damage.
- ● [R] Chaos Bolt (standard) ✦ Psychic
- Ranged 10; +28 vs. Will; 2d10 + 25 psychic damage and if the tiefling sorcerer rolled an even number for the primary attack
roll, make a secondary attack against one creature within 5 squares of the target last hit by this power. Secondary Attack:
+28 vs. Will; 1d6 + 18 psychic damage. If the tiefling sorcerer rolled an even number for the secondary attack roll, repeat
the secondary attack. The tiefling sorcerer can attack a creature only once with a single use of this power.
- ○ [R] Plates of Ice (standard) ✦ Cold
- Ranged 20; +28 vs. Fortitude; 4d6 + 25 cold damage, and the target is weakened until the end of the tiefling sorcerer’s next
turn. If the tiefling sorcerer rolled an even number on the attack roll, each creature adjacent to the target takes 1d6 +
18 cold damage.
- □ [R] Words of Chaos (standard) ✦ Charm, Psychic
- Ranged 10; +28 vs. Will; 4d12 + 25 psychic damage. Hit or Miss: When the target makes an attack roll for a melee or
a ranged attack, the tiefling sorcerer can make a secondary attack against the target if it is within 10 squares of the tiefling
sorcerer (save ends): +28 vs. Will; the target must choose a different creature to target with its attack if it can. Otherwise,
its attack is unaffected by this secondary attack. If the tiefling sorcerer rolled an even number on the secondary attack
roll, the tiefling sorcerer chooses the creature that the target attacks.
- ○ Infernal Wrath (minor)
- The tiefling sorcerer gains a +1 power bonus to the tiefling sorcerer’s next attack roll against an enemy that hit the tiefling
sorcerer since the tiefling sorcerer’s last turn. If the attack hits, it deals +7 extra damage.
- ○ Wind Shape (minor) ✦ Polymorph
- Until the end of the tiefling sorcerer’s next turn, the tiefling sorcerer becomes insubstantial, the tiefling sorcerer gains
a fly speed equal to the tiefling sorcerer’s speed, and the tiefling sorcerer can hover.
- Bloodhunt
- The tiefling sorcerer gains a +1 racial bonus to attack rolls against bloodied foes.
- Chaos Power
- The tiefling sorcerer gains a +9 bonus to the damage rolls of arcane powers.
- Unfettered Power
- When the tiefling sorcerer rolls a natural 20 on an attack roll for an arcane power, the tiefling sorcerer slides the target
1 square and knock it prone after applying the attack’s other effects. When the tiefling sorcerer rolls a natural 1 on an
attack roll for an arcane power, the tiefling sorcerer must push each creature within 5 squares of the tiefling sorcerer 1
square.
Skills Arcana +19, Bluff +26
Str 15 (+14); Dex 21 (+17); Wis 12 (+13);
Con 14 (+14); Int 15 (+14); Cha 25 (+19)
Equipment cloth armor, dagger
-1 Level / +1 Level
Tiefling Dragon Sorcerer [Level 25 Skirmisher]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +13; low-light
HP 222; Bloodied 111
Healing Surges (+55 hp) ○○○
AC 36; Fortitude 36, Reflex 33, Will 40
Resist 17 fire
Speed 6
- ● [m] Quarterstaff (standard) ✦ Weapon
- +28 vs. AC; 2d8 + 14 damage.
- ● [C] Burning Spray (standard) ✦ Fire
- Close blast 3; +28 vs. Reflex; 2d8 + 25 fire damage. The next enemy that hits the tiefling sorcerer with a melee attack before
the end of the tiefling sorcerer’s next turn takes 5 fire damage.
- ○ [C] Black Breath (standard) ✦ Acid
- Close blast 3; +28 vs. Reflex; 5d6 + 25 acid damage. Until the end of the tiefling sorcerer’s next turn, the target doesn’t
have line of sight to any creature more than 3 squares away from it.
- □ [C] Draconic Incarnation (standard)
- Close blast 5; +28 vs. Reflex; 7d6 + 25 damage. Choose a damage type: acid, cold, fire, lightning, poison, or thunder. The
attack deals damage of this type to each target. Miss: Half damage. Hit or Miss: Until the end of the encounter,
once during each of the tiefling sorcerer’s turns, the tiefling sorcerer can slide one enemy within 3 squares of the tiefling
sorcerer 2 squares as a free action.
- ○ Infernal Wrath (minor)
- The tiefling sorcerer gains a +1 power bonus to the tiefling sorcerer’s next attack roll against an enemy that hit the tiefling
sorcerer since the tiefling sorcerer’s last turn. If the attack hits, it deals +7 extra damage.
- □ Platinum Scales (immediate interrupt)
- When the tiefling sorcerer is hit by an attack.
Until the end of the encounter, the tiefling sorcerer gains a +5 power bonus to all defenses.
- Bloodhunt
- The tiefling sorcerer gains a +1 racial bonus to attack rolls against bloodied foes.
- Draconic Power
- The tiefling sorcerer gains a +9 bonus to the damage rolls of arcane powers.
- Draconic Resilience
- While the tiefling sorcerer is not wearing heavy armor, the tiefling sorcerer can use the tiefling sorcerer’s Strength modifier
in place of the tiefling sorcerer’s Dexterity or Intelligence modifier to determine the tiefling sorcerer’s AC.
Skills Arcana +19, Athletics +22
Str 21 (+17); Dex 15 (+14); Wis 12 (+13);
Con 14 (+14); Int 15 (+14); Cha 25 (+19)
Equipment cloth armor, quarterstaff
-1 Level / +1 Level
Tiefling Earth Warden [Level 25 Brute]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +19; low-light
HP 281; Bloodied 140
Healing Surges (+70 hp) ○○○
AC 41; Fortitude 38, Reflex 35, Will 34
Resist 17 fire
Speed 6
- ● [m] Battleaxe (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage.
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Earth Shield Strike (standard) ✦ Weapon
- +29 vs. AC; 2d10 + 15 damage, and the tiefling warden gains a +1 power bonus to AC until the end of the tiefling warden’s
next turn.
- ○ [C] Nature’s Ally (standard) ✦ Weapon
- Close burst 3; targets one creature in burst; +29 vs. Reflex; the tiefling warden pulls the target 2 squares to a space that
must be adjacent to the tiefling warden. Make a secondary attack against the target. Secondary Attack: +31 vs. AC;
3d10 + 15 damage. Special: If either attack hits, the target is also slowed until the start of the tiefling warden’s
next turn.
- ○ Infernal Wrath (minor)
- The tiefling warden gains a +1 power bonus to the tiefling warden’s next attack roll against an enemy that hit the tiefling
warden since the tiefling warden’s last turn. If the attack hits, it deals +2 extra damage.
- □ Panacea (minor)
- The tiefling warden makes a saving throw with a +4 power bonus. The tiefling warden also gains a +4 power bonus to saving
throws until the end of the encounter.
- □ Form of the Jungle Lord (minor) ✦ Polymorph
- The tiefling warden assumes the guardian form of the jungle lord until the end of the encounter. While the tiefling warden
is in this form, the tiefling warden gains a climb speed equal to the tiefling warden’s speed and a +2 bonus to Reflex. In
addition, whenever the tiefling warden hits a target with a melee attack, the tiefling warden slides the target 2 squares.
If that attack already pulls, pushes, or slides the target, the tiefling warden slides the target 2 squares after that forced
movement. Once during this encounter, the tiefling warden can make the following attack while the tiefling warden is in this
form as a standard action.
Secondary Attack: +29 vs. AC; 4d10 + 15 damage, and the tiefling warden slides the
target 1 square. Miss: Half damage.
- ● [C] Warden’s Grasp (immediate reaction)
- When an enemy marked by the tiefling warden that is within 5 squares of the tiefling warden makes an attack that does not
include the tiefling warden as a target.
Targets the triggering enemy; The tiefling warden slides the target 1 square. The target is slowed and cannot shift until
the end of its turn.
- Bloodhunt
- The tiefling warden gains a +1 racial bonus to attack rolls against bloodied foes.
- Earthstrength
- When the tiefling warden uses the tiefling warden’s second wind, the tiefling warden gains an additional +5 bonus to AC. The
bonus lasts until the end of the tiefling warden’s next turn.
- Font of Life
- At the start of the tiefling warden’s turn, the tiefling warden can make a saving throw against one effect that a save can
end. On a save, the effect immediately ends, preventing it from affecting the tiefling warden on the tiefling warden’s current
turn. If the tiefling warden fails the saving throw, the tiefling warden still makes a saving throw against the effect at
the end of the tiefling warden’s turn.
- Nature’s Wrath
- Once during each of the tiefling warden’s turns, the tiefling warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the tiefling warden’s next turn.
Skills Athletics +20, Perception +19
Str 23 (+18); Dex 14 (+14); Wis 15 (+14);
Con 21 (+17); Int 14 (+14); Cha 15 (+14)
Equipment hide armor, heavy shield, battleaxe, javelin
-1 Level / +1 Level
Tiefling Wild Warden [Level 25 Brute]
Medium natural humanoid [XP 7000]
Initiative +14; Senses Perception +22; low-light
HP 275; Bloodied 137
Healing Surges (+68 hp) ○○○
AC 39; Fortitude 38, Reflex 33, Will 37
Resist 17 fire
Speed 6
- ● [m] Greataxe (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12).
- ● [r] Javelin (standard) ✦ Weapon
- Ranged 10/20; +29 vs. AC; 2d6 + 15 damage.
- ● [M] Weight of Earth (standard) ✦ Weapon
- +29 vs. AC; 2d12 + 15 damage (crit 39 + 3d12), and the target is slowed until the end of the tiefling warden’s next turn.
- ○ [M] Startling Savagery (standard) ✦ Weapon
- +29 vs. AC; 3d12 + 15 damage (crit 51 + 3d12), and the target is dazed until the end of the tiefling warden’s next turn. Until
the end of the tiefling warden’s next turn, the tiefling warden gains a +5 power bonus to attack rolls.
- ○ Infernal Wrath (minor)
- The tiefling warden gains a +1 power bonus to the tiefling warden’s next attack roll against an enemy that hit the tiefling
warden since the tiefling warden’s last turn. If the attack hits, it deals +2 extra damage.
- □ Renewal (minor) ✦ Healing
- The tiefling warden spends a healing surge. In addition, the tiefling warden regains the use of an encounter attack power
the tiefling warden has already used during this encounter.
- □ Form of the Blood Wolf (minor) ✦ Polymorph
- The tiefling warden assumes the guardian form of the blood wolf until the end of the encounter. While the tiefling warden
is in this form, the tiefling warden gains a +2 bonus to speed and a +4 bonus to damage rolls for melee attacks against bloodied
targets. In addition, if the tiefling warden has combat advantage against a target that the tiefling warden hits with a melee
attack, the tiefling warden can knock that target prone. Once during this encounter, the tiefling warden can make the following
attack while the tiefling warden is in this form as a standard action.
Secondary Attack: +29 vs. AC; 5d12 +
15 damage (crit 75 + 3d12), and the target grants combat advantage to the tiefling warden (save ends). Miss: Half damage,
and the target grants combat advantage to the tiefling warden until the end of the tiefling warden’s next turn.
- ● [M] Warden’s Fury (immediate interrupt) ✦ Weapon
- When an enemy marked by the tiefling warden makes an attack that does not include the tiefling warden as a target.
Targets the triggering enemy; +29 vs. Fortitude; 2d12 + 15 damage (crit 39 + 3d12), and the target grants combat advantage
to the tiefling warden and the tiefling warden’s allies until the end of the tiefling warden’s next turn.
- Bloodhunt
- The tiefling warden gains a +1 racial bonus to attack rolls against bloodied foes.
- Wildblood
- When the tiefling warden uses the tiefling warden’s second wind, each enemy marked by the tiefling warden takes an additional
-5 penalty to attack rolls for attacks that don’t include the tiefling warden as a target, until the end of the tiefling warden’s
next turn.
- Font of Life
- At the start of the tiefling warden’s turn, the tiefling warden can make a saving throw against one effect that a save can
end. On a save, the effect immediately ends, preventing it from affecting the tiefling warden on the tiefling warden’s current
turn. If the tiefling warden fails the saving throw, the tiefling warden still makes a saving throw against the effect at
the end of the tiefling warden’s turn.
- Nature’s Wrath
- Once during each of the tiefling warden’s turns, the tiefling warden can mark each adjacent enemy as a free action. This mark
lasts until the end of the tiefling warden’s next turn.
Skills Athletics +22, Perception +22
Str 23 (+18); Dex 14 (+14); Wis 21 (+17);
Con 15 (+14); Int 14 (+14); Cha 15 (+14)
Equipment hide armor, greataxe, javelin
-1 Level / +1 Level
Copyright 2009 by Paul Strack. The contents of this document may be used in
accordance with the Open Gaming License, version
1.0a. 100% of the document is open gaming content, as per section 8 of the
Open Gaming License.